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#41 | |
Re: EDuke32 hub maps
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#42 |
Re: EDuke32 hub maps
Thats is great, Thanks DT! Ill surely use this in my mod. (you will have the propper credits dont worry)
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#43 |
Re: EDuke32 hub maps
I didn't say it was a bug but just a piece of criticism. Would it not be possible at all to work some CON coding on it to avoid that "problem"?
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#44 |
Re: EDuke32 hub maps
The game doesn't know which sprites in one map are supposed to be "the same sprites" as ones in a different map. So all the sprites would have to be tagged somehow so that my code could tell that they were supposed to be counterparts. Then, when the player moves from one map to another, the information about the status of all the counterpart sprites somehow has to be transferred and then the sprites in the next map have to be changed, moved or deleted accordingly. That single feature -- which is really unnecessary, since the transition points can be in dark alleys or hallways -- is harder to deal with than the entire existing mod. The only reason you think you want it is because of the way the demo maps are designed.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#45 |
Re: EDuke32 hub maps
Fair enough.
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#46 |
Re: EDuke32 hub maps
If it's possible that the loading screen needs to be different everytime it loads a new location like in half life
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#47 |
Re: EDuke32 hub maps
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#48 |
Re: EDuke32 hub maps
hmm, so say these sprites were tagged - would that mean that if you tagged 2 the same in different maps, doing something (e.g. Breaking) 1 would affect the other.
By the way, i like this idea.
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#49 | |
Re: EDuke32 hub maps
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Now, I don't expect that someone with a nearly finished map is going to want to split it up at this point, but if you start a map in the future you may want to consider the map caching feature. TerminX added this capability to EDuke32 because some people have said they wanted it over the years. I made this simple little mod that allows mappers to easily use the feature because I thought people wanted it. But no one is using it or gives a shit. So I hope you all do understand why programmers are sometimes reluctant to add new features like this.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#50 |
Re: EDuke32 hub maps
I was actually really excited about it back in august when the thread was started. But since there weren't any examples of how it worked or anything about it in the wiki, I lost interest. Thanks for the demo. I'm definitely going to use it.
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#51 |
Re: EDuke32 hub maps
I appreciate your work, DeeperThought. But I would also take into account there are only about 2 or 3 real mods under construction.
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#52 |
Re: EDuke32 hub maps
I suppose I should mention I have ported that code to NR, but as many have said, there's not been enough general use of it by others for me to get a good idea of how to use the code extensively beyond what is already there, not to mention the method is giving me some external troubles with gamewide tallies where reentering a level causes tallies that should've been set one time only on the maps first load to set again, throwing off the tally from what it should be each time the map is reentered, not to mention somewhat uncommon glitches where I enter a map permanently shrunken for some reason.
It's as some said, there's not yet enough examples of it or people using it yet. :\
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#53 | |
Re: EDuke32 hub maps
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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